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Fantastical Fauna & Flora

I have embarked on an exciting journey to explore the incredible realm of The Story, a world filled with diverse flora and fauna that is waiting to be discovered.  From towering trees to tiny creatures, the flora and fauna in this world play a vital role in shaping the different ecosystems and offer numerous opportunities for adventure.

As I wander through the lush forests, scorching deserts, and misty swamps, I am eager to encounter the wide variety of species that inhabit this world.  Each species has its own unique traits and behaviors, and I am eager to learn more about them.  I will use this journal to document my adventures and the incredible creatures that I encounter on my journey.  I am excited to uncover the mysteries of The Story and experience the beauty of its natural world.

Here's to an adventure filled with discovery and wonder!

Creature Attributes

Inforged assigns all enemy creatures a starting Challenge ranking based on the 5 levels seen elsewhere in this book.  These rankings define the basic Traits and Skills of your enemies in a simple fashion for the Narrator to work with.  It is really straightforward.  If an enemy is a Remarkable enemy (Rank 3), then all of their dice rolls are made using the Remarkable die and all Secondary Traits are based on the Remarkable ranking.

Nate that the following table is only the starting point to build creatures from.  The Narrator is free to modify individual Traits higher or lower and to decide what Skills they may have and at what level.

Known Creatures

As an adventurer, my travels have taken me to the far corners of the world, where I have encountered an astonishing array of creatures both great and small.  From the majestic dragons that soar through the skies to the humble insects that scuttle across the forest floor, each one has captured my imagination and left me in awe of the incredible diversity of life that exists across the realms of The Story.

In this section of my journal, I have gathered together my observations and knowledge of some of the creatures I have encountered on my travels.  Some of these creatures are well-known and widely studied, while others are more elusive and mysterious.  But all of them have fascinated me with their unique traits, behaviors, and adaptations that allow them to survive and thrive in their respective environments.

Challenge Rank - Legendary
Size - Legendary

HEA: 20
DEF: 10
SPI: 15
INI: 2
WIL: 6
PACE: 10m

Flame Spout: a d20 ranged attack that can hit up to 16 targets
~  Deals d12 damage on hit
~  Costs 5 Spirit

Flame Burst
~  Deals d20 damage on hit
~  Costs 7 Spirit

Noxious Breath: The wyrm can bellow out a cloud of searing and noxious fumes and smoke that fills an area up to 50m x 50m.
~  Anyone caught within the fumes must make an Amazing Brawn check or be Remarkably Impaired.
~  Cost 2 Spirit

Claw: A d12 melee attack
~  Deals d12 damage on hit

Bite: A d20 melee attack
~  Deals d20 damage on hit

Tail Whip: a d12 melee attack that can hit up to 4 targets
~  Deals d12 damage on hit

Entry 100 - The Dunshire Wyrm

By luck I came across an ancient manuscript that seems to hold the key to the Wyrm's origins. According to the text, the Dunshire Wyrm was once a mighty winged protector of this land, feared and respected by all who knew of it. But one day, the dragon encountered a powerful enemy, who stripped it of its wings, condemning it to a life on the ground. From that day on, the Dunshire Wyrm became a creature of woe and destruction, wreaking havoc indiscriminately on the land it once protected.

Challenge Rank: Amazing
Size: Remarkable

HEA: 12
DEF: 2
SPI: 10
INI: 4
WIL: 6
PACE: 8m

Claw: A d10 melee attack
~  Deals d10 damage on hit

Clutch: A d10 grapple attack
~  If a Fetch successfully grapples a target they will follow it up with a Bite attack

Bite: A d8 melee attack
~  Deals d8 damage on hit

Life Drain
~  If a Fetch manages to successfully bite its prey it will spend a Small Action to drain the life out of their victim.  The target must make an Amazing Brawn check or lose 1d12 Health and be Stunned.
~  This effect also heals the Night Fetch of half of the health the victim lost.

Entry 111 - Night Fetch

The Night Fetch is known for its stealth and cunning. It moves silently through the shadows, taking its prey by surprise. I experienced this firsthand and was barely able to escape with my life. Its glowing red eyes seem to peer into my very soul, sending shivers down my spine.

Challenge Rank - Trivial
Size - Average

HEA: 3
DEF: 2
SPI: 0
INI: 3
WIL: 1
PACE: 3m

Poison Bite: A d2 melee attack
~  Victims that take any damage from a bite must make an Amazing Brawn check or be Impaired.  Level of impairment is 1 rank for each point you missed the check by.

Face Hugging: A Mask Insect that is able to get onto the face of a victim will clamp down with all its legs and bury them into the sides of the victim’s face.
~  Once this occurs the victim is being suffocated by the insect and repeatedly bitten until the victim is defeated.
~  Trying to remove an attached Mask requires a successful Amazing Brawn check.  If it succeeds the victim takes 1d4 damage and is no longer suffocating.
~  While on a victim’s face the Mask can continue to bite with a +10 to the roll.  Unless the victim is wearing head armor, any Damage Reductions are ignored.

Possession: If a White Mask Insect defeats a victim it permanently attaches itself to the victim’s face and takes total possession of the body.  The victim is considered dead and the body is now under the complete control of the Mask.

Entry 132 - White Mask Insect

Once they bite their victim, they attach themselves to the face and possess the body, taking complete control. The body is then used as a vessel for the demon to act through, with no known way to safely remove the Mask Insect. I have heard rumors that the possession is permanent and the victim is lost forever.

Challenge Rank - Uncommon
Size - Uncommon

HEA: 7
DEF: 3
SPI: 0
INI: 2
WIL: 1
PACE: 4m

Demon Insect: The real body of the zombie is the White Mask Insect that makes up the face of the zombie.  Any damage directed at the insect harms the Insect, not the Zombie (using the White Mask Insect attributes listed earlier).  Defeating the Mask will automatically defeat the body.  Defeating the body will cause the mask insect to disengage itself, at which point it may attack or flee.

Puppet Body: Being a dead puppet, the body of the zombie is immune to Poison, Disease,  and effects that inflict Pain or Emotional damage. 

Weapon: A d6 melee attack with a melee weapon
~  Damage is based on weapon being used

Summon Mask Insects: A mask zombie can call out to nearby White Mask Insects within a 500m radius, causing them to converge on the zombie.

Entry 133 - White Mask Zombie

Despite their heightened physical abilities, they seem almost mindless, driven solely by the base desires of the insect. The thought of being possessed by such a creature filled me with dread. I beat a hasty retreat from the village, fighting off any zombified host that got too close and made my way back to safety, but the encounter has left a profound impact on me.

Challenge Rank - Average to Remarkable
Size - Uncommon to Remarkable

HEA: 5 to 9
DEF: 1 to 3
SPI: 0
INI: 2
WIL: 1
PACE: 3m to 5m

Night Vision: Kobalos have no penalties to Awareness checks due to low light conditions, only magical darkness can impair them

Varied Size: For Kobalos larger than Average size use d6 or d8 when making attacks and rolling damage

Claw:  d4 melee attack with its claws
~  Deals d4 damage on hit

Grapple: d4 melee attack attempt to Grapple an enemy 

Bite:  d4 melee attack on any target the Kobalos has successfully grappled
~  Deals d4 damage on hit.

Entry 167 - Kobalos

Their diverse capabilities and mysterious origins make it difficult to predict their actions, and I must exercise caution when encountering them. Lucky for me I was able to find a safe vantage point to watch the small group surreptitiously. Despite their reputation as dangerous predators, very little is known about their society or motivations.

Challenge Rank - Remarkable
Size - Uncommon

HEA: 9
DEF: 6
SPI: 10
INI: 4
WIL: 4
PACE: 6m

Multi Claw Slash: Daughters can make 2 claw attacks at 1 target for 1 Action.  Each is a d8 melee attack.
~  Deals d6 damage per hit
Poisonous Bite
~  Deals d8 damage on hit
~  Victims that take 3 points or more damage from a bite must make a Remarkable Brawn check or be Immobilized.

Webbing
~  Daughters of Silk are capable of producing silk from spinnerets located just above their tailbone.  They use this silk to bind up captured prey and enemies.  For each round they spend binding a target the strength of the bonds increase 1 rank, to a maximum of Heroic strength.

Entry 198 - Daughters of Silk

What struck me the most was their beguiling powers. I had heard tales of how they lure their prey with their charms, but I never imagined it to be so potent. I found myself completely enamored by one of them, unable to resist her allure. It wasn't until she bared her fangs that I came to my senses and was able to escape.

Challenge Rank - Amazing
Size - Remarkable

HEA: 12
DEF: 7
SPI: 0
INI: 4
WIL: 4
PACE: 10m

Bite: d10 melee attack
~  Deals d10 damage on hit

Pounce: The wolf leaps onto a target.  A d10 melee attack.
~  Deals d4 damage on hit
~  If it hits, the target must make an Amazing Brawn check or be Immobilized, pinned under the wolf.  The wolf gets a +2 on attack and damage rolls against a Pinned target.

Entry 201 - Winter Wolf

As I approached a dense forest, I heard a low growl that sent shivers down my spine. I slowly unsheathed my sword and prepared for the worst. Suddenly, a massive white blur raced past me, its eyes gleaming with an otherworldly intelligence. It was the Winter Wolf, and it was hunting. I watched in amazement as the wolf moved with lightning-fast speed and agility, chasing after a huge bull moose with deadly precision.

Challenge Rank - Trivial
Size - Average

HEA: 1
DEF: 0
SPI: 0
INI: 0
WIL: 0
PACE: 0m

Razor Thorns: Anyone moving through a patch of razorweed must make a Remarkable Agility check or take 1d4 damage.
~  A new check must be made each round you are moving through a patch.

Numbing Poison: If you take any damage from razorweed you must make a Remarkable Brawn check or be affected by the numbing poison in the leaves.
~  If affected you won’t feel the pain of any further damage, and not notice the danger you are in.  The Narrator should secretly record additional damage and make Wound checks on your behalf.
~  The numbing effect lasts for 1d10 minutes.

Entry 202 - Razorweed

This insidious plant is covered in thorny leaves that are razor-sharp and highly dangerous. It thrives on the blood spilled by creatures that wander through the endless red grass, stumbling into patches of it, using the blood as nourishment to sustain its growth.

Challenge Rank - Average
Size - Uncommon

HEA: 7
DEF: 1
SPI: 0
INI: 1
WIL: 0
PACE: 3m

Headless: Lacking a head the headless cannot be Impaired in any way that requires eyes, ears, nose, or a head to work.  They also can’t wear hats.

Undead: Being undead the headless are immune to Poison, Disease, Drowning, Suffocating, and effects that inflict Pain or Emotional damage. 

Bash: A d4 melee attack
~  Deals d4 damage on hit

Ghostly Bite: Some victims of the headless will find that they are not truly without heads.  Occasionally a ghostly head will manifest and the headless will bite their victims.  This is a d6 melee attack that ignores Armor damage reduction.
~  Deals d4 damage on hit

Entry 27 - Headless

The Headless I encountered was a strange sight indeed. Standing at roughly the height of a human, it was a horrific sight. Its lack of a head was striking, but what was even more remarkable was its agility. It was able to dodge and weave through even the most challenging terrain with ease, despite its gruesome appearance.

Challenge Rank - Remarkable
Size - Remarkable

HEA: 11
DEF: 3
SPI: 0
INI: 1
WIL: 2
PACE: 7m

High Strength: Uses d12 for Brawn checks and melee attacks

Trash Armor: Damage Reduction of 3

Club: d8 melee attack using a large chunk of garbage
~  Deals d8 damage on hit

Paw: d8 melee attack with its oversized paw.
~  Deals d6 damage on hit

Throw Garbage: d6 ranged attack throwing large items, usually picked out of their trash piles
~  Range of 40m
~  Deals d8 damage on hit

Entry 3 - Garbage Troll

Despite its brutal appearance, the Garbage Troll only attacks if it feels that it or its home is being threatened, usually hurling garbage at its enemies. However, it is usually content collecting trash and refuse from the edges of society, bringing them back to the landfill to sort and make use of. I found the Garbage Troll to be a surprisingly complex creature, much more than its brutish appearance would suggest.

Challenge Rank - Uncommon
Size - Uncommon

HEA: 7
DEF: 1
SPI: 10
INI: 2
WIL: 1
PACE: 7m

Undead: Being undead the enflamed are immune to Poison, Disease, and effects that inflict Pain or Emotional damage.

Fiery Life: The fires of the enflamed are what keep the body “alive”.  Anything that manages to snuff out the flames completely will cause the enflamed to be Defeated.

Burning Claws: A d6 melee attack
~  Deals d4 damage and d4 fire damage on hit

Flame Breath: d6 ranged attack on a single target
~  Range of 10m
~  Deals d6 fire damage on hit

Spontaneous Combustion
~  When an enflamed is first created (born?) the unfortunate person will suddenly explode in flames forcing all with 5m of them to make an Agility check or take 1d8 fire damage.

Entry 48 - Enflamed

Their speed and power are truly deadly. They attack their enemies with blazing claws and scorching breath, making them a force to be reckoned with. I was fortunate to have avoided direct combat with them, but I was still able to observe their abilities firsthand, mostly over my shoulder while running. They are immune to fire and appear resistant to physical attacks, but thankfully are vulnerable to magic.

Challenge Rank - Trivial
Size - Trivial

HEA: 1
DEF: 0
SPI: 0
INI: 0
WIL: 0
PACE: 1m

Infestation: Coming in contact with a pile of infested treasure has a chance of infecting the gear you are weaning.  You must make a Remarkable Instinct check to avoid becoming infested as well.
~  It is not always easy to realize loot is infested.  Mites often leave eggs on treasure and gear and once in your possession, the proximity of your body heat will trigger the eggs to hatch and begin a new infestation. 

Gear Degradation: Metal gear infested with treasure mites will start to show small scratches, rough patches, and pock marks, eventually displaying little runnels carved into the metal or even holes.  The quality of the gear will lose 1 rank per week of infestation until it fails or breaks apart.

Entry 55 - Treasure Mites

They worked tirelessly, eating away at the metals in the hoard with their sharp mandibles. Despite their small size, they were able to make quick work of even the sturdiest metals. I also learned that Treasure Mites reproduce quickly and can be easily killed, but their colonies can grow out of control if not properly managed.

Challenge Rank - Uncommon
Size - Average

HEA: 5
DEF: 3
SPI: 0
INI: 2
WIL: 1
PACE: 4m

Poison Bite: A d6 melee attack
~  Deals d6 damage on hit
~  Victims that take 2 points or more damage from a bite must make a Remarkable Brawn check or be Impaired.  Level of impairment is 1 rank for each point you missed the check by.

Ankle Snare
~  Some pumpkin spiders set tripwire webs in the pumpkin patch.  Anyone walking through a pumpkin spider’s territory will need to make an Uncommon Agility check or fall Prone.  This also alerts any nearby spiders to the presence of their next meal.

Entry 9 - Pumpkin Spider

The spiders are named after their distinctive appearance, with round, orange abdomens and green legs. It is easy to mistake one for a large ripe pumpkin, especially when they sit still. They even seem to emit a smell similar to that of an over-ripe pumpkin, when they are just starting to crack open and rot in a field. I observed the spiders for some time and was amazed by their hunting tactics. They live in small groups and lay in wait near each other, waiting for their prey to come too close.

Challenge Rank - Remarkable
Size - Remarkable

HEA: 9
DEF: 5
SPI: 0
INI: 3
WIL: 3
PACE: 10m

Claw: A d8 melee attack
~  Deals d8 damage on hit

Bite: A d8 melee attack
~  Deals d6 damage on hit

Paralyzing Shriek
~  This basilisk can screech out a high pitched sound that damages the nervous system of any creature within 50m 
~  Targets must make a Brawn check or be Downed, and Impaired for 1 round per point of failure on the check
~  The round a target recovers they are considered Stunned

Entry 90 - Spine Crested Basilisk

Despite its fearsome reputation, I couldn't help but feel a sense of admiration for this magnificent beast. As I continued to observe the basilisk, I noticed that its petrifying shriek was not only used to paralyze its prey, but also to communicate with other basilisks in the area. I was fascinated by the intricate social behavior of this creature and made a note in my journal to research this further.

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